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egorr001

Проблема с Debug монитором.

Здравствуйте форумчане. Возникла проблема с корректным отображением дебаг монитора (скрин приложил).Проблема возникла после того, как я перевёл дебаг монитор (на английском отображалось корректно, но нужно чтобы отображалось на русском). Так же я добавил одну строчку "(Убито):"

 

<t size='1' font='Bitstream' align='left' color='#FF0000'>Убито: </t><br/>
 

 

Кусок с дебагом в AH.cqf:

 

 

hintSilent parseText format[""
                    <t size='1' font='Bitstream' align='Center' >[%1]</t><br/>
                    <t size='0.8' font='Bitstream' align='Center' >Игроков онлайн: %12</t><br/>
                    <img size='4.75' image='%4'/><br/>
                    <t size='1' font='Bitstream' align='left' color='#CC0000'>Кровь: </t><t size='1' font='Bitstream' align='right'>%2</t><br/>
                    <t size='1' font='Bitstream' align='left' color='#0066CC'>Человечность: </t><t size='1' font='Bitstream' align='right'>%3</t><br/>
                    <br/>
                    <t size='1' font='Bitstream' align='left' color='#FF0000'>Убито: </t><br/>
                    <t size='1' font='Bitstream' align='center' color='#FF9500'>Зомби: </t><t size='1' font='Bitstream' align='right'>%9</t><br/>
                    <t size='1' font='Bitstream' align='center' color='#FF9500'>Выживших: </t><t size='1' font='Bitstream' align='right'>%10</t><br/>
                    <t size='1' font='Bitstream' align='center' color='#FF9500'>Бандитов: </t><t size='1' font='Bitstream' align='right'>%11</t><br/>
                    <br/>
                    <t size='1' font='Bitstream' align='left' color='#FFBF00'>Сервер работает: </t><t size='1' font='Bitstream' align='right'>%5h %6min</t><br/>
                    <t size='1' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='1' font='Bitstream' align='right'>%8</t><br/>
                    <t size='1' font='Bitstream' align='Center' color='#CC0000'>%7</t>
                    "",
                    _txt,
                    (r_player_blood),
                    round (player getVariable['humanity', 0]),
                    _pic,
                    _hours,
                    _minutes2,
                    _BottomDebug,
                    (round diag_fps),
                    (player getVariable['zombieKills', 0]),
                    (player getVariable['humanKills', 0]),
                    (player getVariable['banditKills', 0]),
                    _pOn
                    ];
                    uiSleep 1;
                };
            };
            [] spawn fnc_debugX0;
 

 

 

 

Прошу помочь с данной проблемой.

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

Edited by egorr001 (see edit history)

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  • 0

Смените кодировку файла на UTF-8 (без BOM)

Да, всё заработало, спасибо за помощь!

Только вот делема. При входе на сервер выскакивает такая ошибка (с сервера не выбрасывает). По какой причине она появляется? Вылазит эта ошибка непосредственно на сервере (не в лобби).

Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.

Edited by egorr001 (see edit history)

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Да, всё заработало, спасибо за помощь!

Только вот делема. При входе на сервер выскакивает такая ошибка (с сервера не выбрасывает). По какой причине она появляется? Вылазит эта ошибка непосредственно на сервере (не в лобби).

в теме Помощь уже не раз обсуждался этот вопрос. Допишите то что нельзя редактировать в mission.sqm в addons

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в теме Помощь уже не раз обсуждался этот вопрос. Допишите то что нельзя редактировать в mission.sqm в addons

Прошу прощения, но я не находил решение этого вопроса. А по подробнее можно? Что дописать в mission.sqm и куда?

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Прошу прощения, но я не находил решение этого вопроса. А по подробнее можно? Что дописать в mission.sqm и куда?

то что на вашем скрине написано допишите в mission.sqm вот в этот блок:

addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"jetskiyanahuiaddon",
		"warehouse",
		"mbg_buildings_3",
		"mbg_killhouses",
		"aif_arma1buildings",
		"mbg_african_buildings",
		"gms_k98",
		"RH_m14",
		"FHQ_Remington",
		"FHQ_Remington_ammo",
		"FHQ_Remington_msr",
		"FHQ_Remington_xm2010",
		"FHQ_Remington_acr",
		"FHQ_Remington_rsass",
		"VILAS_WWP",
		"VILAS_RW_Forces",
		"VILAS_WWP_CO",
		"VILAS_RW_Forces_CO",
		"ddopp_taserpack",
		"smk_anims_lite",
		"MicroAirVehicles",
		"oz_is_objects",
		"monaro",
		"gsc_units_stalker_patch",
		"american_law_enforcement",
		"CYBP_Camels_Config",
		"nissan_350z",
		"ussr_cheytac",
		"bb_mercenary",
		"sbh_paranoia",
		"goosuksf",
		"ussof_us_navy_seals",
		"kpfswaysigns",
                "oz_is_objects"
	};

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то что на вашем скрине написано допишите в mission.sqm вот в этот блок:

addOns[]=
	{
		"chernarus",
		"ca_modules_animals",
		"dayz_anim",
		"dayz_code",
		"dayz_communityassets",
		"dayz_weapons",
		"dayz_equip",
		"dayz_epoch",
		"dayz_vehicles",
		"cacharacters_pmc",
		"ca_modules_functions",
		"glt_m300t",
		"pook_h13",
		"csj_gyroac",
		"map_eu",
		"jetskiyanahuiaddon",
		"warehouse",
		"mbg_buildings_3",
		"mbg_killhouses",
		"aif_arma1buildings",
		"mbg_african_buildings",
		"gms_k98",
		"RH_m14",
		"FHQ_Remington",
		"FHQ_Remington_ammo",
		"FHQ_Remington_msr",
		"FHQ_Remington_xm2010",
		"FHQ_Remington_acr",
		"FHQ_Remington_rsass",
		"VILAS_WWP",
		"VILAS_RW_Forces",
		"VILAS_WWP_CO",
		"VILAS_RW_Forces_CO",
		"ddopp_taserpack",
		"smk_anims_lite",
		"MicroAirVehicles",
		"oz_is_objects",
		"monaro",
		"gsc_units_stalker_patch",
		"american_law_enforcement",
		"CYBP_Camels_Config",
		"nissan_350z",
		"ussr_cheytac",
		"bb_mercenary",
		"sbh_paranoia",
		"goosuksf",
		"ussof_us_navy_seals",
		"kpfswaysigns",
                "oz_is_objects"
	};

 

 

Спасибо, сейчас попробую (+ вам).

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}; }; }; _surrender = { call player_surrender; _handled = true; }; _gear = { if ((vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then { createGearDialog [player, "RscDisplayGear"]; _handled = true; } else { if ((vehicle player == player) and (speed vehicle player > 0)) then { //[objNull, player, rSwitchMove,""] call RE; _handled = true; };}; }; _forcesave = { dayz_lastCheckBit = diag_ticktime; call player_forceSave; call dayz_EjectPlayer; }; _forcesave2 = { if ((!isNull (findDisplay 106)) OR dialog) then { call player_forceSave; }; }; _drop = { if (r_drag_sqf) then { _doors = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent dropping dragged player through objects if (count _doors > 0) then {_handled = true;}; force_dropBody = true; } else { _doors = nearestObjects [player, DZE_DoorsLocked, 3]; if (count _doors > 0 && {speed player > 0}) then {_handled = true;}; //Prevent sprint and prone through doors glitch }; }; _interrupt = { if (vehicle player == player) then { //allow med actions in moving vehicles r_interrupt = true; }; if (DZE_Surrender) then {call dze_surrender_off}; if (dayz_autoRun) then {call dayz_autoRunOff;}; }; // TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'"; _noise = { //Overriding default engine handling does not stop combination binds, need manual disableUserInput too _handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats; if (diag_ticktime - dayz_lastCheckBit > 10 && !(_dikCode in channel_keys)) then { dayz_lastCheckBit = diag_ticktime; [player,20,true,(getPosATL player)] call player_alertZombies; }; }; _journal = { if (!dayz_isSwimming and !dialog) then { [player,4,true,(getPosATL player)] call player_alertZombies; createDialog 'horde_journal_front_cover'; }; _handled = true; }; _build_left = { DZE_4 = true; // fence construction if (0 != count Dayz_constructionContext) then { _angleRef = Dayz_constructionContext select 1; _dir = _angleRef - (getDir player) -5; if (_dir > 180) then {_dir = _dir - 360}; if (_dir < -180) then {_dir = _dir + 360}; if ( _dir > -75) then { _new = floor((_angleRef - 5)/5)*5; Dayz_constructionContext set [ 1, _new]; // favorite angle r_interrupt = true; }; _handled = true; }; // tents and stash construction _object = player getVariable ["constructionObject", objNull]; if (!isNull _object) then { _dir = getDir _object - 3; _object setDir _dir; _handled = true; }; dayz_dodge = true; }; _build_right = { DZE_6 = true; if (0 != count Dayz_constructionContext) then { _angleRef = Dayz_constructionContext select 1; _dir = _angleRef - (getDir player) +5; if (_dir > 180) then { _dir = _dir - 360; }; if (_dir < -180) then { _dir = _dir + 360; }; if (_dir < 75) then { _new = ceil((_angleRef + 5)/5)*5; Dayz_constructionContext set [ 1, _new]; // favorite angle r_interrupt = true; }; _handled = true; }; // tents and stash construction _object = player getVariable ["constructionObject", objNull]; if (!isNull _object) then { _dir = getDir _object + 3; _object setDir _dir; _handled = true; }; dayz_dodge = true; }; _build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf"; _build_str8OnOff = { if (0 != count Dayz_constructionContext) then { Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ]; _handled = true; r_interrupt = true; }; if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then { //Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands _handled = true; }; if (player isKindOf "PZombie_VB") then { _handled = true; // do not allow player zombies to vault or jump } else { _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8]; if (count _nearbyObjects > 0) then { if ((diag_tickTime - dayz_lastCheckBit > 4)) then { [objNull, player, rSwitchMove,"GetOver"] call RE; player playActionNow "GetOver"; dayz_lastCheckBit = diag_tickTime; } else { _handled = true; }; }; }; }; _block = { _handled = true; }; _addArray = { { keyboard_keys set [_x, _this select 1]; } forEach (_this select 0); }; keyboard_keys = []; channel_keys = []; voice_keys = []; {voice_keys = voice_keys + (actionKeys _x)} count voice_actions; {channel_keys = channel_keys + (actionKeys _x)} count ["NextChannel","PrevChannel"]; keyboard_keys resize 256; [[DIK_ESCAPE], _cancelBuild] call _addArray; [[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray; [[DIK_A,DIK_D,DIK_LEFT,DIK_RIGHT], _interrupt] call _addArray; [[DIK_F], _dze_f] call _addArray; [[DIK_PRIOR], _dze_q] call _addArray; [[DIK_NEXT], _dze_z] call _addArray; [[DIK_Q], {DZE_4 = true;}] call _addArray; [[DIK_E], {DZE_6 = true;}] call _addArray; [[DIK_0], _autoRun] call _addArray; [[DIK_NUMPADMINUS,DIK_LSHIFT], _filterCheat] call _addArray; [[DIK_SPACE], {DZE_5 = true;}] call _addArray; [actionKeys "User6", {DZE_F = true;}] call _addArray; [actionKeys "User7", {DZE_Q_ctrl = true;}] call _addArray; [actionKeys "User8", {DZE_Z_ctrl = true;}] call _addArray; [actionKeys "User13", {DZE_Q_alt = true;}] call _addArray; [actionKeys "User14", {DZE_Z_alt = true;}] call _addArray; [actionKeys "User15", {DZE_Q = true;}] call _addArray; [actionKeys "User16", {DZE_Z = true;}] call _addArray; [actionKeys "User17", {DZE_4 = true;}] call _addArray; [actionKeys "User18", {DZE_6 = true;}] call _addArray; [actionKeys "User19", {DZE_5 = true;}] call _addArray; [actionKeys "Surrender", _surrender] call _addArray; [[DIK_1], _rifle] call _addArray; [[DIK_2], _pistol] call _addArray; [[DIK_3], _melee] call _addArray; //[[DIK_4], _throwable] call _addArray; [actionKeys "Gear", _gear] call _addArray; [actionKeys "Prone", _drop] call _addArray; [actionKeys "Crouch", _drop] call _addArray; [actionKeys "MoveLeft", _interrupt] call _addArray; [actionKeys "MoveRight", _interrupt] call _addArray; [actionKeys "MoveForward", _interrupt] call _addArray; [actionKeys "MoveBack", _interrupt] call _addArray; [actionKeys "TurnLeft", _interrupt] call _addArray; [actionKeys "TurnRight", _interrupt] call _addArray; [actionKeys "PushToTalk", _noise] call _addArray; [actionKeys "PushToTalkAll", _noise] call _addArray; [actionKeys "PushToTalkCommand", _noise] call _addArray; [actionKeys "PushToTalkDirect", _noise] call _addArray; [actionKeys "PushToTalkGroup", _noise] call _addArray; [actionKeys "PushToTalkSide", _noise] call _addArray; [actionKeys "PushToTalkVehicle", _noise] call _addArray; [actionKeys "VoiceOverNet", _noise] call _addArray; [actionKeys "NextChannel", _noise] call _addArray; [actionKeys "PrevChannel", _noise] call _addArray; [actionKeys "Chat", _noise] call _addArray; [actionKeys "User20", _journal] call _addArray; [actionKeys "Diary", _journal] call _addArray; [actionKeys "NetworkStats", _journal] call _addArray; [[DIK_F1], _muteSound] call _addArray; //[[DIK_F4, DIK_TAB, DIK_DELETE], _forcesave] call _addArray; //[[DIK_F4, DIK_RMENU, DIK_LMENU,DIK_LSHIFT,DIK_RSHIFT,DIK_ESCAPE], _forcesave2] call _addArray; [actionKeys "LeanLeft", _build_left ] call _addArray; [actionKeys "LeanRight", _build_right ] call _addArray; [actionKeys "PersonView", _build_camOnOff ] call _addArray; // Camera Mode [actionKeys "GetOver", _build_str8OnOff ] call _addArray; // V // [[DIK_NUMPAD7], _rotate_left] call _addArray; // [[DIK_NUMPAD9], _rotate_right] call _addArray; [actionKeys "ForceCommandingMode", {DZE_5 = true;_handled = true;}] call _addArray; [[ DIK_F9,DIK_F10,DIK_F11,DIK_F12, DIK_F8,DIK_F7,DIK_F6,DIK_F5,DIK_F4, DIK_F3,DIK_F2,DIK_9, DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; if (dayz_groupSystem) then { [[DIK_F5], _openGroups] call _addArray; [[DIK_LWIN,DIK_RWIN], {dayz_groupNameTags = !dayz_groupNameTags;_handled = true;}] call _addArray; [actionKeys "TacticalView", _block] call _addArray; }; diag_log "keyboard_keys reset"; if (!isNil "bis_fnc_halo_keydown_eh") then {bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_keydown;"];}; // halo in progress }; if (r_player_unconsciousInputDisabled) exitWith {true}; _code = keyboard_keys select _dikCode; if (!isNil "_code") then { call _code; }; //------------------DEBUG-----------------// if (_dikCode == 210) then { // _dikCode 210 = InsertKey if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "PATHTOYOUR\player_debug.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "PATHTOYOUR\player_debug.sqf"; }; }; //-----------------DEBUGEND---------------// _handled  
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    • By dok379
      Как изменить плотность заднего фона debug monitor infistar ?
    • By allias
      Товарищи, помогите мне) Сервер собрал полностью, осталось дело за малым (это единственное что я не смог сделать сам). Нужно в дебаг добавить пару строк:
       
      Количество денег в кармане и свой текст (адрес группы в вк)
       
      Вот текст дебага
      fnc_debugX = { admin_debug_run = false; _BottomDebug = "+(str _BottomDebug)+"; while {debugMonitorX} do { _pic = (getText (configFile >> 'CfgVehicles' >> (typeOf vehicle player) >> 'picture')); if (player == vehicle player) then {_pic = (getText (configFile >> 'CfgWeapons' >> (currentWeapon player) >> 'picture')); }else{_pic = (getText (configFile >> 'CfgVehicles' >> (typeOf vehicle player) >> 'picture'));}; _txt = ''; _txt = (getText (configFile >> 'CfgVehicles' >> (typeOf vehicle player) >> 'displayName')); _stime = 0; if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;}; _hours = (_stime/60/60); _hours = toArray (str _hours); _hours resize 1; _hours = toString _hours; _hours = compile _hours; _hours = call _hours; _minutes = floor(_stime/60); _minutes2 = ((_minutes - (_hours*60)) min 60) max 0;if (_minutes2 < 10) then {_minutes2 = format ['0%1',_minutes2];}; _players = []; { _y = _x; if (isPlayer _y) then { {_players = _players + [_x];} forEach (crew _y); }; } forEach ([0,0,0] nearEntities ['AllVehicles', 10000000]); _pOn = {isPlayer _x} count _players; hintSilent parseText format ["" <t size='1' font='Bitstream' align='Center' >[%1]</t><br/> <img size='4' image='%4'/><br/> <t size='1.3' font='Bitstream' align='left' color='#CC0000'>Кровь: </t><t size='1.3' font='Bitstream' align='right'>%2</t><br/> <t size='1.3' font='Bitstream' align='left' color='#0066CC'>Человечность: </t><t size='1.3' font='Bitstream' align='right'>%3</t><br/> <t size='1.3' font='Bitstream' align='left' color='#FFBF00'>UPTIME: </t><t size='1.3' font='Bitstream' align='right'>%5h %6min</t><br/> <t size='1.3' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='1.3' font='Bitstream' align='right'>%8</t><br/> "", _txt, (r_player_blood), round (player getVariable['humanity', 0]), _pic, _hours, _minutes2, _BottomDebug, (round diag_fps), _pOn ]; uiSleep 1; }; }; [] spawn fnc_debugX0; }; }; Выручайте ребята:)
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